Nicodemus: Difference between revisions

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===Daily===
===Daily===
Moment of Glory +6 vs Will, Close Blast 5, Knockback (3) and prone (Allies: Resist 5 to all damage until end of next turn; Sustain Minor to persist effect)
Moment of Glory +6 vs Will, Close Blast 5, Knockback (3) and prone


===Utility===
===Utility===

Revision as of 00:22, 28 May 2010

The Cleric, Nicodemus

Nicodemus

  • Species: Human
  • Gender: Male
  • Class: Cleric 2
  • Alignment: Good
  • Languages: Common, Primordial

Song

Fake Wings [1]

Appearance

Brown hair with hazel eyes, and of above-average height, Nicodemus likes to smile.

Backstory

A young man, by the name of Nicodemus Archer, he was born to a family of 2, a father belonging to the Silver Flame and a mother who was working for the town. He had a nice and very pleasant childhood, where he played with other children in the lake nearby.

Thanks to his father's upbringing, who was a somewhat strict but very kind man, Nicodemus (named so in honor of his grandfather) was inspired to join the Silver Flame as well. By the time he had done so, he was old enough to go to university, and was sent to Morgrave as part of a Scholarship from an agreement with Morgrave High and the Silver Flame.

Ability Scores

Str 11, Dex 14, Con 12, Int 8, Wis 18, Cha 14

Feats

  • Astral Fire (+1 damage when using Radiant or Fire damage)
  • Healer's Implement (when granting healing with Cleric healing powers, add holy symbol's enhancement bonus to the hit points regained)
  • Human Feat: Superior Implement Training (can use Superior Implements)
  • Class Feat: Ritual Caster (Can perform Rituals)
  • Extra: Verstaile Expertise (+1 to attack rolls with Maces (weapons) and Symbols (Implements))

Skills

  • Knowledge: Religion +5
  • Diplomacy +8
  • Heal +10
  • Insight +10
  • Human: Perception +10
  • Extra: Athletics +6

Powers

At-Will

  • Lance of Faith +6 vs Reflex, Range 7, 1d8+4+2+1
  • Sacred Flame +6 vs Reflex, Range 7, 1d6+4+2+1
  • Astral Seal +8 vs Reflex, Range 5

Encounter

Vengeful Flare +6 vs Reflex, Range 7, 2d8+4+1 (After Healing Word: Deal 2+2 Radiant Damage)

Daily

Moment of Glory +6 vs Will, Close Blast 5, Knockback (3) and prone

Utility

Shield of Faith -, Close Burst 5, Allies gains +2 Power bonus to AC until end of encounter

Magical Items

  • Level 3: Frost Morningstar (1d10, +2 to attack)
  • Level 2: Astral Symbol (Symbol of Life) (+1 to Damage and Attack rolls; +2 Range for Radiant area and ranged attacks, +2 damage for Radiant attacks; Daily: +1d6 to healing from encounter/daily power)
  • Level 1: Magical Hide Armor

Defense

Hit Points

29

Healing Surges

8/day

Healing Surge Value

7 hp

AC

11 + 4 (Armor) + 2 (Dexterity) = 17

Fortitude

11 + 1 (Constitution) + 1 (Human) = 13

Reflex

11 + 2 (Dexterity) + 1 (Human) = 14

Will

11 + 4 (Wisdom) + 2 (Cleric) + 1 (Human) = 18

Money

Start of Month

360 gp

Gained From Work

65 gp

Total

425 gp

Classes He's Taking

Grace Shadar

  • Applied Theurgy (Any time he deals Radiant damage to a target that has Vulnerability to Radiant, deal 2 extra damage and may push the target one square (or +1 square if the power used allows you to push the target))
  • Community Leadership Training (He gains +2 to rolls made to attempt to grant aid using the Aid Another action. 1/day as a Free Action, he can also provide a +4 bonus instead of +2 when using the Aid Another action)
  • Healing-Craft (He may use the First Aid function of the Heal skill as a minor action instead of a standard action)

Hakar Sharaat

  • Strength Training (+2 to Strength checks to break objects, bull rush and grab; and +2 Athletics check to escape grabs and immobilizing effects)

Accios Farris

  • Advanced Trapspotting (1/day as a Free Action, can reroll 1 perception check and take the best results)